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Game software processes : with Focus on the Rapid Game Process (RGP)Kabashi, Agron, El-Saabi, Hassan January 2006 (has links)
The computer game industry has grown in a rapid rate over the past two decades becoming a billion dollar industry, even rivaling the movie industry. The greed for money caused the industry to grow large but the maturity did not grow in proportion. Compared to software engineering, game development is still a seed waiting to blossom. In this paper a development process (RGP) for games development using various software engineering paradigms is proposed. Furthermore a comparison between RGP and other game development processes will to some extent show the strengths and weaknesses of this process. The conclusions drawn are based on already validated software processes since the game process inherits a subset of these.
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Spelutvecklingen och grafikernas arbetssituation : med fokus på dataspelsföretaget DiceAxén, Albin, Adamsson, Niklas January 2004 (has links)
<p>The goal of this bachelor thesis is to explain how computer game graphic artists at the game company Digital Illusions(Dice) has changed during the last six years. To give this question a background the essay describes how the computer game process works and it also describes the working roles for the peoples in the process. Further the thesis describes the changes for the computer game graphic artist and the reasons for this change. When it comes to Digital Illusions the thesis focus on the game Battlefield 1942. The work began with telephone interviews with game artists at the largest game company’s in Sweden, witch gave us indications of the fact that the status and the influence of the production of the game for the game artists had been ascending during the last six years. We therefore wanted to find out the reasons for this change, as well as finding one single game to study. We therefore interviewed three of the responsible computer game artists for the game Battlefield 1942. We also went to the computer game education Playground Squad in Falun for two days of interviews and observations. We concluded that the computer game graphic artists had increased during the last six years primarily caused by the fact that computer game graphics more and more had been used as means of marketing and the fact that the knowledge and the making use of editors among the artists has increased. </p>
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Spelutvecklingen och grafikernas arbetssituation : med fokus på dataspelsföretaget DiceAxén, Albin, Adamsson, Niklas January 2004 (has links)
The goal of this bachelor thesis is to explain how computer game graphic artists at the game company Digital Illusions(Dice) has changed during the last six years. To give this question a background the essay describes how the computer game process works and it also describes the working roles for the peoples in the process. Further the thesis describes the changes for the computer game graphic artist and the reasons for this change. When it comes to Digital Illusions the thesis focus on the game Battlefield 1942. The work began with telephone interviews with game artists at the largest game company’s in Sweden, witch gave us indications of the fact that the status and the influence of the production of the game for the game artists had been ascending during the last six years. We therefore wanted to find out the reasons for this change, as well as finding one single game to study. We therefore interviewed three of the responsible computer game artists for the game Battlefield 1942. We also went to the computer game education Playground Squad in Falun for two days of interviews and observations. We concluded that the computer game graphic artists had increased during the last six years primarily caused by the fact that computer game graphics more and more had been used as means of marketing and the fact that the knowledge and the making use of editors among the artists has increased.
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